Benny/gamemodes/benny/entities/weapons/benny.lua

165 lines
3.9 KiB
Lua

-- The benny weapon handles the weapon pickups you find throughout the game.
SWEP.Base = "weapon_base"
SWEP.PrintName = "Benny Weapon Handler"
SWEP.ViewModel = "models/weapons/c_pistol.mdl"
SWEP.ViewModelFOV = 10
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
SWEP.Primary.ClipSize = 0
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = 0
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
function SWEP:SetupDataTables()
self:NetworkVar( "Float", 0, "Aim" )
self:NetworkVar( "Float", 1, "Delay1" )
self:NetworkVar( "Float", 2, "Delay2" )
self:NetworkVar( "String", 0, "Wep1" )
self:NetworkVar( "String", 1, "Wep2" )
self:NetworkVar( "Int", 0, "Wep1Clip" )
self:NetworkVar( "Int", 1, "Wep2Clip" )
self:NetworkVarNotify( "Wep1", self.OnVarChanged )
self:NetworkVarNotify( "Wep2", self.OnVarChanged )
end
function SWEP:OnReloaded()
self.B_WepT1 = self:GetOwner():INV_Get()[self:GetWep1()]
if self.B_WepT1 then
self.B_ClassT1 = WEAPONS[self.B_WepT1.Class]
end
self.B_WepT2 = self:GetOwner():INV_Get()[self:GetWep2()]
if self.B_WepT2 then
self.B_ClassT2 = WEAPONS[self.B_WepT2.Class]
end
end
function SWEP:OnVarChanged( name, old, new )
if name == "Wep1" then
self.B_WepT1 = self:GetOwner():INV_Get()[new]
if self.B_WepT1 then
self.B_ClassT1 = WEAPONS[self.B_WepT1.Class]
end
elseif name == "Wep2" then
self.B_WepT2 = self:GetOwner():INV_Get()[new]
if self.B_WepT2 then
self.B_ClassT2 = WEAPONS[self.B_WepT2.Class]
end
end
end
function SWEP:PrimaryAttack()
if !self:B_Wep1() then
return
end
if self:GetDelay1() > CurTime() then
return
end
if self:Clip1() == 0 then
B_Sound( self, self.B_ClassT1.Sound_DryFire )
self:SetDelay1( CurTime() + 0.2 )
return
end
B_Sound( self, self.B_ClassT1.Sound_Fire )
self:B_Ammo1( self:Clip1() - 1 )
self:SetDelay1( CurTime() + self.B_ClassT1.Delay )
return true
end
-- BENNY shit
function SWEP:B_Wep1()
return self:GetOwner():INV_Get()[self:GetWep1()]
end
function SWEP:B_Wep2()
return self:GetOwner():INV_Get()[self:GetWep2()]
end
function SWEP:B_Ammo1( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip1( value )
self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
end
function SWEP:B_Ammo2( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip2( value )
self:B_Wep2()["Ammo" .. self:GetWep1Clip()] = value
end
function SWEP:B_MaxAmmo1( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip1( value )
self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
end
function SWEP:B_Class1()
return WEAPONS[ self:B_Wep1().Class ]
end
function SWEP:SecondaryAttack()
return true
end
function SWEP:Reload()
if self:B_Wep1() and self:Clip1() < self:B_Class1().Ammo then
if self:GetDelay1() > CurTime() then
return false
end
self:SetDelay1( CurTime() + 0.2 )
if self:GetWep1Clip() != 0 then
B_Sound( self, self.B_ClassT1.Sound_MagOut )
self:SetClip1( 0 )
self:SetWep1Clip( 0 )
self:B_Wep1().Loaded = 0
else
local maglist = { self:B_Wep1().Ammo1, self:B_Wep1().Ammo2, self:B_Wep1().Ammo3 }
for i, v in SortedPairsByValue( maglist, true ) do
if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
self:B_Wep1().Loaded = i
self:SetWep1Clip( i )
self:SetClip1( v )
break
end
B_Sound( self, self.B_ClassT1.Sound_MagIn )
end
-- self:B_Ammo1( self:B_Class1().Ammo )
end
return true
end
function SWEP:Think()
local p = self:GetOwner()
self:SetAim( math.Approach( self:GetAim(), p:KeyDown(IN_ATTACK2) and 1 or 0, FrameTime()/0.05 ) )
local ht = "normal"
if self:GetAim() > 0 then
ht = "revolver"
end
self:SetWeaponHoldType(ht)
self:SetHoldType(ht)
return true
end
function SWEP:Deploy()
return true
end
function SWEP:Holster()
return true
end